dawn-cmake/test/bug/tint/403.wgsl.expected.glsl

39 lines
1004 B
GLSL

#version 310 es
precision mediump float;
struct vertexUniformBuffer1 {
mat2 transform1;
};
struct vertexUniformBuffer2 {
mat2 transform2;
};
layout(binding = 0) uniform vertexUniformBuffer1_1 {
mat2 transform1;
} x_20;
layout(binding = 0) uniform vertexUniformBuffer2_1 {
mat2 transform2;
} x_26;
vec4 tint_symbol(uint tint_symbol_1) {
vec2 indexable[3] = vec2[3](vec2(0.0f, 0.0f), vec2(0.0f, 0.0f), vec2(0.0f, 0.0f));
mat2 x_23 = x_20.transform1;
mat2 x_28 = x_26.transform2;
uint x_46 = tint_symbol_1;
vec2 tint_symbol_2[3] = vec2[3](vec2(-1.0f, 1.0f), vec2(1.0f, 1.0f), vec2(-1.0f, -1.0f));
indexable = tint_symbol_2;
vec2 x_51 = indexable[x_46];
vec2 x_52 = (mat2((x_23[0u] + x_28[0u]), (x_23[1u] + x_28[1u])) * x_51);
return vec4(x_52.x, x_52.y, 0.0f, 1.0f);
}
void main() {
vec4 inner_result = tint_symbol(uint(gl_VertexID));
gl_Position = inner_result;
gl_Position.y = -(gl_Position.y);
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
return;
}